// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION: Door animation code (opening/closing)
//
//-----------------------------------------------------------------------------

#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"

#include "s_sound.h"

// State.
#include "doomstat.h"
#include "r_state.h"

// Data.
#include "dstrings.h"
#include "sounds.h"

#if 0
//
// Sliding door frame information
//
slidename_t     slideFrameNames[MAXSLIDEDOORS] =
{
    {"GDOORF1","GDOORF2","GDOORF3","GDOORF4",   // front
     "GDOORB1","GDOORB2","GDOORB3","GDOORB4"},  // back

    {"\0","\0","\0","\0"}
};
#endif

//
// VERTICAL DOORS
//

//
// T_VerticalDoor
//
void T_VerticalDoor (vldoor_t* door)
{
    result_e    res;

    switch(door->direction)
    {
      case 0:
        // WAITING
        if (!--door->topcountdown)
        {
            switch(door->type)
            {
              case blazeRaise:
                door->direction = -1; // time to go back down
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_bdcls);
                break;

              case normal:
                door->direction = -1; // time to go back down
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_dorcls);
                break;

              case close30ThenOpen:
                door->direction = 1;
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_doropn);
                break;

              default:
                break;
            }
        }
        break;

      case 2:
        //  INITIAL WAIT
        if (!--door->topcountdown)
        {
            switch(door->type)
            {
              case raiseIn5Mins:
                door->direction = 1;
                door->type = normal;
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_doropn);
                break;

              default:
                break;
            }
        }
        break;

      case -1:
        // DOWN
        res = T_MovePlane(door->sector,
                          door->speed,
                          door->sector->floorheight,
                          false,1,door->direction);
        if (res == pastdest)
        {
            switch(door->type)
            {
              case blazeRaise:
              case blazeClose:
                door->sector->specialdata = NULL;
                P_RemoveThinker (&door->thinker);  // unlink and free
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_bdcls);
                break;

              case normal:
              case close:
                door->sector->specialdata = NULL;
                P_RemoveThinker (&door->thinker);  // unlink and free
                break;

              case close30ThenOpen:
                door->direction = 0;
                door->topcountdown = 35*30;
                break;

              default:
                break;
            }
        }
        else if (res == crushed)
        {
            switch(door->type)
            {
              case blazeClose:
              case close:               // DO NOT GO BACK UP!
                break;

              default:
                door->direction = 1;
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_doropn);
                break;
            }
        }
        break;

      case 1:
        // UP
        res = T_MovePlane(door->sector,
                          door->speed,
                          door->topheight,
                          false,1,door->direction);

        if (res == pastdest)
        {
            switch(door->type)
            {
              case blazeRaise:
              case normal:
                door->direction = 0; // wait at top
                door->topcountdown = door->topwait;
                break;

              case close30ThenOpen:
              case blazeOpen:
              case open:
                door->sector->specialdata = NULL;
                P_RemoveThinker (&door->thinker);  // unlink and free
                break;

              default:
                break;
            }
        }
        break;
    }
}

//
// EV_DoLockedDoor
// Move a locked door up/down
//

int
EV_DoLockedDoor
( line_t*       line,
  vldoor_e      type,
  mobj_t*       thing )
{
    player_t*   p;

    p = thing->player;

    if (!p)
        return 0;

    switch(line->special)
    {
      case 99:  // Blue Lock
      case 133:
        if ( !p )
            return 0;
        if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
        {
            p->message = PD_BLUEO;
            S_StartSound(NULL,sfx_oof);
            return 0;
        }
        break;

      case 134: // Red Lock
      case 135:
        if ( !p )
            return 0;
        if (!p->cards[it_redcard] && !p->cards[it_redskull])
        {
            p->message = PD_REDO;
            S_StartSound(NULL,sfx_oof);
            return 0;
        }
        break;

      case 136: // Yellow Lock
      case 137:
        if ( !p )
            return 0;
        if (!p->cards[it_yellowcard] &&
            !p->cards[it_yellowskull])
        {
            p->message = PD_YELLOWO;
            S_StartSound(NULL,sfx_oof);
            return 0;
        }
        break;
    }

    return EV_DoDoor(line,type);
}

int
EV_DoDoor
( line_t*       line,
  vldoor_e      type )
{
    int         secnum,rtn;
    sector_t*   sec;
    vldoor_t*   door;

    secnum = -1;
    rtn = 0;

    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
    {
        sec = &sectors[secnum];
        if (sec->specialdata)
            continue;

        // new door thinker
        rtn = 1;
        door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker (&door->thinker);
        sec->specialdata = door;

        door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
        door->sector = sec;
        door->type = type;
        door->topwait = VDOORWAIT;
        door->speed = VDOORSPEED;

        switch(type)
        {
          case blazeClose:
            door->topheight = P_FindLowestCeilingSurrounding(sec);
            door->topheight -= 4*FRACUNIT;
            door->direction = -1;
            door->speed = VDOORSPEED * 4;
            S_StartSound((mobj_t *)&door->sector->soundorg,
                         sfx_bdcls);
            break;

          case close:
            door->topheight = P_FindLowestCeilingSurrounding(sec);
            door->topheight -= 4*FRACUNIT;
            door->direction = -1;
            S_StartSound((mobj_t *)&door->sector->soundorg,
                         sfx_dorcls);
            break;

          case close30ThenOpen:
            door->topheight = sec->ceilingheight;
            door->direction = -1;
            S_StartSound((mobj_t *)&door->sector->soundorg,
                         sfx_dorcls);
            break;

          case blazeRaise:
          case blazeOpen:
            door->direction = 1;
            door->topheight = P_FindLowestCeilingSurrounding(sec);
            door->topheight -= 4*FRACUNIT;
            door->speed = VDOORSPEED * 4;
            if (door->topheight != sec->ceilingheight)
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_bdopn);
            break;

          case normal:
          case open:
            door->direction = 1;
            door->topheight = P_FindLowestCeilingSurrounding(sec);
            door->topheight -= 4*FRACUNIT;
            if (door->topheight != sec->ceilingheight)
                S_StartSound((mobj_t *)&door->sector->soundorg,
                             sfx_doropn);
            break;

          default:
            break;
        }

    }
    return rtn;
}

//
// EV_VerticalDoor : open a door manually, no tag value
//
void
EV_VerticalDoor
( line_t*       line,
  mobj_t*       thing )
{
    player_t*   player;
    sector_t*   sec;
    vldoor_t*   door;
    int         side;

    side = 0;   // only front sides can be used

    //  Check for locks
    player = thing->player;

    switch(line->special)
    {
      case 26: // Blue Lock
      case 32:
        if ( !player )
            return;

        if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
        {
            player->message = PD_BLUEK;
            S_StartSound(NULL,sfx_oof);
            return;
        }
        break;

      case 27: // Yellow Lock
      case 34:
        if ( !player )
            return;

        if (!player->cards[it_yellowcard] &&
            !player->cards[it_yellowskull])
        {
            player->message = PD_YELLOWK;
            S_StartSound(NULL,sfx_oof);
            return;
        }
        break;

      case 28: // Red Lock
      case 33:
        if ( !player )
            return;

        if (!player->cards[it_redcard] && !player->cards[it_redskull])
        {
            player->message = PD_REDK;
            S_StartSound(NULL,sfx_oof);
            return;
        }
        break;
    }

    // if the sector has an active thinker, use it
    sec = sides[ line->sidenum[side^1]] .sector;

    if (sec->specialdata)
    {
        door = sec->specialdata;
        switch(line->special)
        {
          case  1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
          case  26:
          case  27:
          case  28:
          case  117:
            if (door->direction == -1)
                door->direction = 1;    // go back up
            else
            {
                if (!thing->player)
                    return;             // JDC: bad guys never close doors

                door->direction = -1;   // start going down immediately
            }
            return;
        }
    }

    // for proper sound
    switch(line->special)
    {
      case 117: // BLAZING DOOR RAISE
      case 118: // BLAZING DOOR OPEN
        S_StartSound((mobj_t *)&sec->soundorg,sfx_bdopn);
        break;

      case 1:   // NORMAL DOOR SOUND
      case 31:
        S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
        break;

      default:  // LOCKED DOOR SOUND
        S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
        break;
    }

    // new door thinker
    door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
    P_AddThinker (&door->thinker);
    sec->specialdata = door;
    door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
    door->sector = sec;
    door->direction = 1;
    door->speed = VDOORSPEED;
    door->topwait = VDOORWAIT;

    switch(line->special)
    {
      case 1:
      case 26:
      case 27:
      case 28:
        door->type = normal;
        break;

      case 31:
      case 32:
      case 33:
      case 34:
        door->type = open;
        line->special = 0;
        break;

      case 117: // blazing door raise
        door->type = blazeRaise;
        door->speed = VDOORSPEED*4;
        break;
      case 118: // blazing door open
        door->type = blazeOpen;
        line->special = 0;
        door->speed = VDOORSPEED*4;
        break;
    }

    // find the top and bottom of the movement range
    door->topheight = P_FindLowestCeilingSurrounding(sec);
    door->topheight -= 4*FRACUNIT;
}

//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30 (sector_t* sec)
{
    vldoor_t*   door;

    door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);

    P_AddThinker (&door->thinker);

    sec->specialdata = door;
    sec->special = 0;

    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
    door->sector = sec;
    door->direction = 0;
    door->type = normal;
    door->speed = VDOORSPEED;
    door->topcountdown = 30 * 35;
}

//
// Spawn a door that opens after 5 minutes
//
void
P_SpawnDoorRaiseIn5Mins
( sector_t*     sec,
  int           secnum )
{
    vldoor_t*   door;

    // UNUSED.
    (void)secnum;

    door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);

    P_AddThinker (&door->thinker);

    sec->specialdata = door;
    sec->special = 0;

    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
    door->sector = sec;
    door->direction = 2;
    door->type = raiseIn5Mins;
    door->speed = VDOORSPEED;
    door->topheight = P_FindLowestCeilingSurrounding(sec);
    door->topheight -= 4*FRACUNIT;
    door->topwait = VDOORWAIT;
    door->topcountdown = 5 * 60 * 35;
}

// UNUSED
// Separate into p_slidoor.c?

#if 0           // ABANDONED TO THE MISTS OF TIME!!!
//
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//

slideframe_t slideFrames[MAXSLIDEDOORS];

void P_InitSlidingDoorFrames(void)
{
    int         i;
    int         f1;
    int         f2;
    int         f3;
    int         f4;

    // DOOM II ONLY...
    if ( gamemode != commercial)
        return;

    for (i = 0;i < MAXSLIDEDOORS; i++)
    {
        if (!slideFrameNames[i].frontFrame1[0])
            break;

        f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1);
        f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2);
        f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3);
        f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4);

        slideFrames[i].frontFrames[0] = f1;
        slideFrames[i].frontFrames[1] = f2;
        slideFrames[i].frontFrames[2] = f3;
        slideFrames[i].frontFrames[3] = f4;

        f1 = R_TextureNumForName(slideFrameNames[i].backFrame1);
        f2 = R_TextureNumForName(slideFrameNames[i].backFrame2);
        f3 = R_TextureNumForName(slideFrameNames[i].backFrame3);
        f4 = R_TextureNumForName(slideFrameNames[i].backFrame4);

        slideFrames[i].backFrames[0] = f1;
        slideFrames[i].backFrames[1] = f2;
        slideFrames[i].backFrames[2] = f3;
        slideFrames[i].backFrames[3] = f4;
    }
}

//
// Return index into "slideFrames" array
// for which door type to use
//
int P_FindSlidingDoorType(line_t*       line)
{
    int         i;
    int         val;

    for (i = 0;i < MAXSLIDEDOORS;i++)
    {
        val = sides[line->sidenum[0]].midtexture;
        if (val == slideFrames[i].frontFrames[0])
            return i;
    }

    return -1;
}

void T_SlidingDoor (slidedoor_t*        door)
{
    switch(door->status)
    {
      case sd_opening:
        if (!door->timer--)
        {
            if (++door->frame == SNUMFRAMES)
            {
                // IF DOOR IS DONE OPENING...
                sides[door->line->sidenum[0]].midtexture = 0;
                sides[door->line->sidenum[1]].midtexture = 0;
                door->line->flags &= ML_BLOCKING^0xff;

                if (door->type == sdt_openOnly)
                {
                    door->frontsector->specialdata = NULL;
                    P_RemoveThinker (&door->thinker);
                    break;
                }

                door->timer = SDOORWAIT;
                door->status = sd_waiting;
            }
            else
            {
                // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
                door->timer = SWAITTICS;

                sides[door->line->sidenum[0]].midtexture =
                    slideFrames[door->whichDoorIndex].
                    frontFrames[door->frame];
                sides[door->line->sidenum[1]].midtexture =
                    slideFrames[door->whichDoorIndex].
                    backFrames[door->frame];
            }
        }
        break;

      case sd_waiting:
        // IF DOOR IS DONE WAITING...
        if (!door->timer--)
        {
            // CAN DOOR CLOSE?
            if (door->frontsector->thinglist != NULL ||
                door->backsector->thinglist != NULL)
            {
                door->timer = SDOORWAIT;
                break;
            }

            //door->frame = SNUMFRAMES-1;
            door->status = sd_closing;
            door->timer = SWAITTICS;
        }
        break;

      case sd_closing:
        if (!door->timer--)
        {
            if (--door->frame < 0)
            {
                // IF DOOR IS DONE CLOSING...
                door->line->flags |= ML_BLOCKING;
                door->frontsector->specialdata = NULL;
                P_RemoveThinker (&door->thinker);
                break;
            }
            else
            {
                // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
                door->timer = SWAITTICS;

                sides[door->line->sidenum[0]].midtexture =
                    slideFrames[door->whichDoorIndex].
                    frontFrames[door->frame];
                sides[door->line->sidenum[1]].midtexture =
                    slideFrames[door->whichDoorIndex].
                    backFrames[door->frame];
            }
        }
        break;
    }
}

void
EV_SlidingDoor
( line_t*       line,
  mobj_t*       thing )
{
    sector_t*           sec;
    slidedoor_t*        door;

    // DOOM II ONLY...
    if (gamemode != commercial)
        return;

    // Make sure door isn't already being animated
    sec = line->frontsector;
    door = NULL;
    if (sec->specialdata)
    {
        if (!thing->player)
            return;

        door = sec->specialdata;
        if (door->type == sdt_openAndClose)
        {
            if (door->status == sd_waiting)
                door->status = sd_closing;
        }
        else
            return;
    }

    // Init sliding door vars
    if (!door)
    {
        door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker (&door->thinker);
        sec->specialdata = door;

        door->type = sdt_openAndClose;
        door->status = sd_opening;
        door->whichDoorIndex = P_FindSlidingDoorType(line);

        if (door->whichDoorIndex < 0)
            I_Error("EV_SlidingDoor: Can't use texture for sliding door!");

        door->frontsector = sec;
        door->backsector = line->backsector;
        door->thinker.function = T_SlidingDoor;
        door->timer = SWAITTICS;
        door->frame = 0;
        door->line = line;
    }
}
#endif
